//
// Copyright (c) 2018 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once

#include <vector>
#include <unordered_map>
#include "Utility/SpinLock.h"
#include "VEZ.h"

namespace vez
{
    class Device;
    class ImageView;
    class RenderPass;

    class Framebuffer
    {
    public:
        static VkResult Create(Device* device, const VezFramebufferCreateInfo* pCreateInfo, Framebuffer** ppFramebuffer);

        ~Framebuffer();

        VkFramebuffer GetHandle(RenderPass* pRenderPass);

        uint32_t GetAttachmentCount() const { return static_cast<uint32_t>(m_attachments.size()); }

        VkExtent2D GetExtents();

        ImageView* GetAttachment(uint32_t attachmentIndex);

    private:
        Device* m_device = nullptr;
        const void* m_pNext;
        std::vector<ImageView*> m_attachments;
        uint32_t m_width, m_height, m_layers;
        std::unordered_map<RenderPass*, VkFramebuffer> m_cache;
        SpinLock m_spinLock;
    };    
}